Cascade Beneath is a simple clone of the equally simple game Fall Down. Use the left analog stick to move left and right and try to keep from getting pushed off the top of the screen for as long as possible.

Cubicle Shooter is a first person shooter with a focus on highly destructible environments. It is currently still in development and is not yet feature complete. It's made using PSGL and the source code is freely available for anyone to contribute to or learn from.

Notable changes:
I believe Ive corrected what was causing the previous version to crash for a lot of people.
Added two player split screen multiplayer
Added a menu system
Added the ability to record a screenshot (its saved to any USB storage device that is connected)
Chairs can be shot now (they dont break but they get pushed back)
Added computers (they are treated similarly to how chairs are treated)
Now you shoot when you first press R1 regardless of how much or little time has gone since you last shot (so you can shoot faster by quickly tapping R1 then you do from just holding it down)
Jumping now only happens when you first press X (holding it down wont make you repeatedly jump every time you hit the ground)
I removed the triangle for reverse view thing

The instructions are simple, you can still play with a normal mouse if you want, or use the controller to emulate the mouse, just like before. But, if you have a PS Eye camera plugged in, then it will also be ready to handle the Move.

If it detects a move controller, the ball on the controller will be white, at that point, you must press the Action button while pointing the controller to the camera (there’s no image feedback on the screen, so just point and press the action button). This will calibrate the controller and the ball will change color. At this point, moving the controller will also move the cursor on screen.

You can press the Action button at any time to recalibrate the controller (useful if the tracking stops working correctly, or camera falls off), and you can press the Start button at anytime to center the cursor on screen. Pressing the T button trigger will emulate a click.

You have the choice between two tracking modes, the first one (the one selected by default) is the 3D coordinate system, which means the cursor appears on screen with 1 to 1 precision (kind of) with where the controller is located in the room, so you have to move the whole controller to move the cursor (and even maybe stretch your arms to get to the corners), the second tracking mode is using the internal gyroscope of the controller, in other words, you can move the cursor just by pointing or rotating the controller without moving the whole controller in 3D space.

You can switch from one tracking mode to another at any time by pressing the Select button. Try them both and see which one you like best.

P.s: When you press the Action button to calibrate, the ball will change colors a few times, you must not move the controller while it’s doing that, do not move until it becomes a solid, stable color. If the ball becomes white again, it means you moved and the calibration failed… in that case, try again.

Espionage
You play as a spy as he makes his way into the enemy base to collect as much data as he can; but don't get too greedy, because he needs to get out before the timer runs out and the enemy back up arrives.

This is Work in Progress Port of the popular Survival Horror Five Nights at Freddy's, which is a point and click style game. Originally developed by Scott Cawthon for Android, IOS and other devices back in August of 2014. The game was developed using Lua Player for PS3, just like other recent ports Flappy Bird Family and Swing Copters by Sandroron.

This is a PS3Lua Port Flappy Bird (by sandroron), the first known PS3 Game to be developed on the PS3Lua Player. Flappy Bird is a very popular indie game that has been ported to nearly every gaming console ranging from the Atari 2600 to now the PlayStation 3.

The Free Heroes II project (FHeroes 2) aim to create a free implementation of Heroes of Might and Magic II engine using SDL.

The first time you will start Free Heroes 2, it will download the game and a map pack. You will need to have an active internet connection in order for it to download these files, as they are necessary for the running of the game.

All the sprites (images) are copyrighted by Ubisoft and cannot be redistributed with this game, so they are downloaded automatically from the free demo of the game at first boot. Free Heroes 2 is only the engine that is able to run the original Heroes of Might and Magic II (HOMM2) game.

If you do not wish to connect your PS3 to the internet for any reason, then you may simply download the demo yourself on your PC and copy it to the Free Heroes 2 game directory on the PS3. First, you will need to download the demo from here as well as the essential map pack from here. Then you must copy these zip files to the PS3 either by using an FTP application, or using a file manager. You must place the zip files in /dev_hdd0/game/HEROES200/USRDIR then when running the game, it will extract the files and restart.

If you have the full retail game of HOMM2, you may also copy its contents to the PS3 and Free Heroes 2 will let you play the full retail copy of HOMM2. Simply copy all the contents of the game to the /dev_hdd0/game/HEROES200/USRDIR. The most important files are DATA/HEROES2.AGG and the MAPS directory. Make sure that the 'DATA' and 'MAPS' directories are in upper case when you copy them over.

i'm back once again with another gaming classic, Alien Breed+trainer & Alien breed Tower Assault (two games in one .pkg) it's taken me far too long to get it all working right.. all instructions and button layout on screen.

Alien Breed:
Consists of the player or players having to find the lift down to the next level, occasionally setting the self destruct sequence to blow up the level above them. The players collect or purchase a variety of weapons from the space station's computer terminals, Credits found on the ground have to be saved for these weapons and other enhancements, each giving the players an edge over the gradually more and more powerful Alien forces. In advanced levels, players are occasionally trapped in enclosed spaces with huge "boss" aliens, reminiscent of the Alien Queen.

Alien Breed: Tower Assault
As with Alien Breed, the gameplay is viewed from above. Your soldier shoots his way through the levels, collecting keys, ammunition and credits along the way. Computers can be logged into to buy new weapons. A new 'retreat' mode allows you to fire while moving backwards.

Heretic is a fantasy first-person shooter video game created by Raven Software, published by id Software, and distributed by GT Interactive in 1994. It was one of the first first-person games to feature inventory manipulation and the ability to look up and down. It also introduced multiple gib objects spawned when a character suffered a death by extreme force or heat.

1) By PKG. On this occasion, copy the folder content "pkg" on the root's directory of the USB device and "Install Package Files" on the PS3

2) By SELF. On this occasion, copy "homebrew" on the root's directory of the USB device and load the applications with the "Open Manager" or another homebrew loader.

Heretic requires the file HERETIC.WAD that can be copied where is EBOOT.BIN (/dev_hdd0/game/HERETIC01/USRDIR or /dev_usb/homebrew/Heretic) or on the USB device making the folder called "heretic" and copying HERETIC.WAD (/dev_usb/heretic/HERETIC.WAD)

The filename MUST be ONLY uppercase letters.

For short copying files, there is an utility starting the game: on the licence's screen you can press Circle button if you want to copy the content from dev_usb/heretic to the location of the game in the hard disk (/dev_hdd0/game/HERETIC01/USRDIR)

You can use a FTP program for copy HERETIC.WAD too.

For the files of HEXEN is something like the previous method, but in this occasion, is required HEXEN.WAD that must be copied to /dev_usb/hexen (for all the installations) or /dev_usb/homebrew/Hexen (Open Manager) or to /dev_hdd0/game/HEXEN0001/USRDIR (HDD).

And you can copy on the license's screen the content of /dev_usb/hexen a /dev_hdd0/game/HEXEN0001/USRDIR pressing CIRCLE button

HELP SCREEN / CONTROLS

At any time you can press START button for open the help screen (the game is paused at this time). The help screen show the game controls and pause the game.

With SELECT button you can enter on the Main menu. The another buttons are these:

Press START button and on the help screen, press L1 five times until the screen changes color

Hold R1 and press Up (PAD): All Weapons
Hold R1 and press Right (PAD): God mode on/off
Hold R1 and press Down (PAD): Full Health
Hold R1 and press Left (PAD): All keys
Hold R1 and press Triangle: Brings you all items

Hexen: Beyond Heretic, released as simply Hexen for some ports, is a first-person shooter video game developed by Raven Software, published by id Software, and distributed by GT Interactive beginning on September 30, 1995. It is the sequel to 1994's Heretic, and the second game in the Serpent Riders series. The word Hexen in German means "witches".

1) By PKG. On this occasion, copy the folder content "pkg" on the root's directory of the USB device and "Install Package Files" on the PS3

2) By SELF. On this occasion, copy "homebrew" on the root's directory of the USB device and load the applications with the "Open Manager" or another homebrew loader.

Heretic requires the file HERETIC.WAD that can be copied where is EBOOT.BIN (/dev_hdd0/game/HERETIC01/USRDIR or /dev_usb/homebrew/Heretic) or on the USB device making the folder called "heretic" and copying HERETIC.WAD (/dev_usb/heretic/HERETIC.WAD)

The filename MUST be ONLY uppercase letters.

For short copying files, there is an utility starting the game: on the licence's screen you can press Circle button if you want to copy the content from dev_usb/heretic to the location of the game in the hard disk (/dev_hdd0/game/HERETIC01/USRDIR)

You can use a FTP program for copy HERETIC.WAD too.

For the files of HEXEN is something like the previous method, but in this occasion, is required HEXEN.WAD that must be copied to /dev_usb/hexen (for all the installations) or /dev_usb/homebrew/Hexen (Open Manager) or to /dev_hdd0/game/HEXEN0001/USRDIR (HDD).

And you can copy on the license's screen the content of /dev_usb/hexen a /dev_hdd0/game/HEXEN0001/USRDIR pressing CIRCLE button

HELP SCREEN / CONTROLS

At any time you can press START button for open the help screen (the game is paused at this time). The help screen show the game controls and pause the game.

With SELECT button you can enter on the Main menu. The another buttons are these:

Press START button and on the help screen, press L1 five times until the screen changes color

Hold R1 and press Up (PAD): All Weapons
Hold R1 and press Right (PAD): God mode on/off
Hold R1 and press Down (PAD): Full Health
Hold R1 and press Left (PAD): All keys
Hold R1 and press Triangle: Brings you all items

This is an early build of a racing game with sixaxis controls. Just tilt your PS3 controller left and right to turn and hold X to accelerate.

It has a similar art style (because its incredibly quick and easy to make art assets that looks like this by comparison to making something pseudo photo realistic) as Neo Tanks but they are otherwise completely unrelated.

At the moment all you can do is go around the track and possibly drive off it and onto the buildings bellow. But there will eventually be actual racing, split screen multiplayer and (here comes what I consider the mildly cool part which will still be totally unimpressive by comparison to ModNation Racer but is kinda nice next to Track Mania) an in game track editor which will NOT be limited to a grid.

I know I start too many side projects but I'm not abandoning anything. I've been doing a good job of going back and improving on Cubicle Shooter and I do intend to do the same with this and everything else. In fact the next thing I'm planning to work on is fixing up Dont Get Crushed.

Here is an update/remake of that tank thing I posted a few days ago. Now you can take control of a randomly selected tank but its still at this point in time primarily a glorified screensaver. The gameplay is mostly an afterthought.

I want to thank Themaister for pointing out what I was doing wrong yesterday with TGA loading and PuppetMaster for reposting my request for guidance on the PSX-Scene forum. As a result of your awesomeness I will never need to use those self made toif files ever again.

In Neo Trail you control a ship that is constantly moving forward. Once you pass over a square on the grid it will begin to raise up. If you get pushed up onto the top of a fully raised block then the game will reset.

The game is a throwback to 80′s and 90′s styling and music, all of it was built for you guys as a proof of concept that with some time and creativity cool things can be accomplished.This game will run in CFWs 3.55 and 4.xx.There will be bugs! Powerups are mostly disabled, and there’s a glitch on some textures loading, but it’s rare. I do a small homage to the scene in the credits, but you’ll have to finish the level first, good luck with that…lol, forget about HARD mode, even I can’t finish it, so use EASY.
If you let the MAIN MENU run, you’ll get to see the story, 80′s style.

Basically, avoid the Aliens and drive the ship or mech until you’ve covered the map sectors, scan artifacts if possible, and grab powerups, but then again, they’re disabled.

I wanted to do a 3d FPS and found a few stand alone iwads that run on the ps3 doom engine.
fallout (doom2.wad) http://www.doomwadstation.com/main/fallout.html
ultimate freedoom (doom.wad) http://www.nongnu.org/freedoom/index.html
Chex Quest (doom1.wad) http://doom.wikia.com/wiki/Chex_Quest

DOOM made it's first appearance back in 1993 when it was first published by id software and distributed by GT interactive. DOOM is well known for popularizing first person shooter games, pioneering immersive 3D graphics as well as being one of the first games to feature networked multiplayer support.

Hi, now that legal development tools are available, I thought I'd start porting the classic game DOOM for the PS3!

It took a little while to get it to start up at all (without any graphics, sound, input...pretty much nothing except debug output to the Ethernet port), mainly due to some 64 bit vs. 32 bit issues (endianness issues were already given some thought in the source!).

Right now it only runs in 1920x1080 because the upscaler (the game still renders in 320x200) is hard-coded for this. I set the resolution info in PARAM.SFO correctly so that XMB will not even let you launch it unless you have 1080i or 1080p selected as a supported mode in display options. The controls are also hard-coded and it has no music yet, but because this version is already quite playable (I just played through the whole shareware episode using it) I thought I'd upload it. "Release early, release often" you know. ;-) The 35Hz timer the game requires is implemented using a separate thread that just does usleep(1000000/35); ticker++; all the time because PSL1GHT seems not to have any support for the Cell OS Lv-2 timer syscalls yet (except for sleep & usleep). Timing seems to work OK like this though.

To use this, download the PKG (link later in this post) and install it using "Install package files". Then copy a supported DOOM IWAD to the game's directory (/dev_hdd0/game/DOOM00666/USRDIR/) OR put it on a USB drive (or on a CF/SD/MMC/MS memory card if you have an early PS3 that has the integrated card readers) under /ps3doom/. Then you just launch the game from the XMB icon and it should work.

The hardcoded controls are:

* D-PAD: Navigate menus.
* LEFT STICK: Move your character.
* RIGHT STICK: Turn your character.
* START: Bring up or exit the menu.
* SELECT: Bring up or exit the auto-map. (while in game)
* L1/R1: Strafe left/right.
* L2: Use button. (open doors, activate lifts, exit the intermission screen, etc.)
* R2: Attack button.
* CROSS: Select an option from the menus.
* CIRCLE: Go back to the previous menu.
* SQUARE: Use for YES in menus and cycle to previous weapon in game.
* TRIANGLE: Use for NO in menus and cycle to next weapon in game.

Yeah no analog support yet, sorry about that! I am probably going to add fully customizable controls including USB keyboard/mouse support later when I get around to adding some kind of a launcher for the game. The launcher will also allow you to put multiple IWADs in your WAD directory and select one of them, load PWADs, etc. Right now that's not possible. ;-)

I also already know that the aspect ratio is a bit off (not quite 4:3 as it should be), so don't bother reporting that. This will be fixed later when I get around to adding scaling using the RSX. BTW. before you ask: I will probably not even attempt to add true high-res or wide-screen support, instead I'll probably try porting prboom+ (which has both already well implemented) in the future. I am also not interested at all in hardware accelerated DOOM. Just take a look at any of the accelerated DOOM ports for the PC or even Carmack's official iPhone port. The lighting is totally wrong in all of them (way too bright and uniform) unless perhaps you're playing a map specifically designed for them. However, if it turns out that prboom+'s software renderer can't run in 1080p with adequate speed on the PPU alone, I don't think attempting to offload some of the work to the SPUs is totally of the question then. ;-)

I also know that saves don't work yet, that changing the screen size from the options menu crashes and that there is no way to enter cheats yet, and that order for cycling the weapons is not quite what you'd expect (it uses the internal ordering of the game which goes like this: fist, pistol, shotgun, chaingun, rocket launcher, plasma, bfg, chainsaw, super shotgun).

You must quit the game from the game's own menu, not from XMB. Otherwise Lv-2 will crash and reboot. AFAIK this is a bug in PSL1GHT and not my own fault, but feel free to tell me if I'm wrong.

Use the latest versions (v1.9) of IWADs only or don't complain if something breaks. Especially the earliest versions of DOOM 1 are problematic.

edit: forgot one more thing: The filenames are case sensitive, so rename your IWAD to all lowercase if necessary ("doom2.wad", not "DOOM2.WAD").

v3 is now out. Sound effects should work pretty much perfectly now, there's a simple launcher that will allow you to select an IWAD if you have multiple ones available (no PWADs yet, and the launcher menu only lists the first 10 IWADs it finds which can happen if you have duplicates of them on different storage devices) and in case an error happens after graphics have been initalized, you'll see the error message on screen. (not just via ethernet debugging if enabled).

I also switched the license to GPLv2 now (the DOOM source is available both under GPL and under another license that basically disallows any commercial use of the work, but allows you to withhold your sources). I had no intention to not release sources anyway, and this allows me to use code from other GPL'd ports. The 720p scaler in use now is from Chocolate Doom (though adapted to work with true transparencies instead of faking them with palette lookup tables) and 1080i/p is done using a similar idea.

v3 supported screenmodes: 1920x1080 and 1280x720. 640x480 and 720x576 STILL DO NOT WORK. Sorry! If you want to force 720p mode when you have 1080i or 1080p available, hold TRIANGLE immediately after you select PS3DOOM's icon from XMB and keep it held down until the launcher WAD menu appears. This is a workaround until I can figure out a way to query available video modes using PSL1GHT. I don't just want to assume a particular mode is available, and PSL1GHT's videoTest example just selects the same mode XMB is running in, which is always the highest resolution available.

You may want to force 720p because the scaler in 1080i/p is a bit slow. ;-)

In this preview you will find 3D moving objects, star fields, sin waving logo, scroll text, and nice music. The music is not an MP3, but a real Yamaha sound chip emulation. Sources will be release with the final release of the game. Feedback is always welcome.

PS3USERCHEAT(CHT dongle) is an another revolutionary product from PS3BREAK TEAM, used WORLD NEW TECHNOLOGY. Meanwhile it is also the world's first dongle that supports PS3 game roms and PS3 AR cheat perfectly. That is to say, when you use it, you don't need to buy the expensive genuine blu-ray game CD, just need to have some free game roms. You will be invincible in the game because of special effects while simultaneously have never experienced such extraordinary feeling. Main functions:
1. A unique global cheat dongle for 3.55 cfw.
2. Infinite health, infinite ammo, invincibility.
3. Powerful multi-level coding, unique code.
4. Support psn games cheat.

This is a PlayStation 1 Homebrew Game package for use on the PlayStation 3. This homebrew creation for the PS1 is packaged for the PS3 using Retro XMB creator v1.6.5. View Game Description in the release notes..

Game Description:
You play as Megaman's sister ROLL, but not the Roll based on the Japanese Canon, but the Ruby Spears MegaMan Cartoon.

There are now 4 difficulty levels (easy-normal-hard & one-hit). You choose one main weapon (straight-spread-charge or burst) and one sub-weapon (vacuum-toaster-saw). You can also now choose between fighting 1 or 2 bosses at the same time (mono-melee) regardless of difficulty level.

During battles you can grab your enemy and absorb their power and use it against them. She can even perform some physical attacks such as a drop kick. You also have a super meter that allows you to perform a SUPER MOVE. Based on what weapon you're currently using, you can perform different SUPER MOVES.

Each boss has a weakness, much like every other megaman game. At the end of each battle, you're given a grade based upon your performance, an information Token, and a Password.

scognito, a homebrew dev, has released Scogger is a simple puzzle style homebrew game that has been created on various platforms such as PSP, DS, Wii, Gamecube, mobile phones and now your lovely hacked PS3.

When you run the game, you will have a choice of 33 puzzle games to choose from. It is important to understand each puzzle's rules, so when in a game, press the START button to access the menu and read the help page on the game.

You can control the game either with mouse emulation using the left analog stick, or using the d-pad to emulate the keyboard.
If you use the analog stick, the cross (X) button will act as left click, the circle (O) button will act as the right click and the square ([]) button will act as the middle click.
If you use the d-pad, then the cross (X) button will act as the main select action, and the circle (O) button will act as the secondary select action.

The L1 and R1 buttons are used respectively for Undo and Redo, the START button opens the main menu and the SELECT button allows you to change the game's preset (difficulty, settings).

There are some games that cannot be played because they require a keyboard, a solution to these games will be written as soon as possible (any volunteer?). The games that do not work because of this limitation are Solu, Unequal, Keen and Towers.

This homebrew game is still in active development and will continue to receive regular updates. The TODO list has many items on it and it will continue to improve for your enjoyment.

The goal of the game is to get as many men across Snappy's pit as possible. Each game starts with ten men, and each of them gets parachuted at a random spot, so you have to time your jumps well. Only one button is used - fire. It will start a new game when on the menu screen, and it will cause a man to start running, trying to make it across the pit.

The goal of the game is to get as many men across Snappy's pit as possible. Each game starts with ten men, and each of them gets parachuted at a random spot, so you have to time your jumps well. Only one button is used - fire. It will start a new game when on the menu screen, and it will cause a man to start running, trying to make it across the pit.

Finally, I decided to develop it. I want to say that I do not know how difficult to play the game, so I would like to know the opinion of others. If it is too hard, I'll make it easier. Also, I was not going to make a 100% copy of the game.

Enjoy Your Sandroron.

Controls
-----------------------------------------------
L1 / R1 = Tap to move Copter left to right
R3 + L3 = Exit Game back to XMB

What's new in v1.0 (final)?

This game is based on absolutely new PS3 LuaPlayer v5.2.3 (thanks 3141card (aka picard)), therefore:
- Now the game has sound!
- Also, you can safely exit the game using the PS button!

The game contains a total of 100 webs, with new frame colors and variations every 16 levels. In all versions, the player's progress is saved every couple of levels, and players are allowed to resume by using "keys" to return to the last stage the game saved at.

Power-ups appear as small floating polygons that appear after shooting a number of enemies. Catching the polygon will activate one of a number of progressively more useful capabilities:

Particle Laser

Particle Laser enhances the ship's firepower and allows it to destroy spikes much more quickly.

Points

Between certain power-ups, the player can gain bonuses of 2000 points.

Jump

Allows the player to jump off of the web, useful for avoiding enemies that travel along the edge, and for avoiding the attack of Pulsars.

A.I. Droid

An autonomous polygonal ship appears floating above the web, and shoots at enemies.

Warp Token

Collecting three tokens gives access to a bonus stage following the current web.

Outta Here!

Collecting this power-up will destroy all enemies on the web and warp the player to the next stage. However, spikes are not destroyed, and it is still possible to lose a life by hitting one as the player warps down the web.

If a power-up is caught while warping off of a completed web, the increasingly high-pitched sound of a woman saying "Yes! Yes! Yes!" is played, and the first power-up received in the next stage will be the A.I. Droid.

Its been a month now since I released anything for PS3 so here is something new. Its a flight sim although I’m not really sure if that is the correct term considering that its not simulating real world flight. I started it almost a week ago and intended it to be like a one day project that I would be able to just throw together and then return to working on my other games. But I kept running into problems and its still heavily flawed and incomplete.

It uses sixaxis motion controls for steering, L2 and R2 make you spin, L1 is for shooting and R1 is for acceleration. Pressing select inverts the controls for turning up and down.

There is no credit screen yet but there is a LOT of borrowed stuff that went into making this game. I’ll list it all out later.

Feedback is as always greatly appreciated. Its a genre that I’m not particularly familiar with (the only flight sim I’ve ever played much of was the PC version of Incoming and that was ten years ago) so I could definitely use some guidance. Whats your favorite thing about modern flight sims?

Some suggestions on the enemies behavior and movement would be especially appreciated. At the moment I find it to be simultaneously too easy and too difficult. As long as you keep moving its almost impossible to get hit by the enemy blasts. But unless you just stop and turn around its also fairly difficult and time consuming to ever shoot them. Slowing their move speed would make it impossible for them to keep up with you but increasing it would make it impossible to turn and shoot them well you are still moving. Slowing their turn speed would make it even easier to avoid being shot by them but increasing it would once again make it impossible to turn and shoot them well you are still moving. Maybe having them alternate between actually following you directly and just circling around you might work…

By popular demand: I now present to you the shocking third installment in the episodic trilogy known as Adventures of the Jarred Mind! The banana ball is you! The chocolate rabbit is your friend! The zorbing zebra is your enemy!
This is The Jarred Mind 3.

two player, in game set up:
player one= joystick
player two= keyboard (premapped to second joypad)

All mod files/docs and default ship backup can be found in:
/dev_hdd0/game/TYRI12000/USRDIR/.dosbox/capture/
All ships, cheats and mods from:
http://members.iinet.net.au/~vannevar/tyrian/index.html
so thanks to that neat little site.